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Everything posted by Heegrim
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This is a great idea actually! Using the helve hammer basically to do the ‘heavy hit’ function of the hammer all over is what I originally thought it would do instead of only being able to auto-craft plates. Helving a work item to start and then finishing it precisely with the hammer would be perfect.
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I think they gotta overhaul how the cooking pot UI/inventory slots work so liquids are easier to interact with. This way you could keep adding ingredients to the pot as the stew cooks. The 4-slot system is annoying and you should be able to add whatever you want to the pot, even if it ends up as a sloppy pot of gruel in the end. Also, candles should be made by melting wax in the pot then clicking on it with flax fibre in your hand to dip it and add 1 layer of wax at a time. This would be more immersive and remove the weird 4-slot recipes from the game.
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Food variety - existing and great but not incentivized. Let's change that!
Heegrim replied to Kulze's topic in Suggestions
I don’t know about the random buff system but maybe there could be slight penalties for eating the same thing over and over. Nothing too annoying, just something like the eating animation is slowed or you only eat half a portion at a time if all you have had all week is porridge with mashed turnips. Or there could be slight positives like a longer hunger pause from meals when their ingredients are varied. The stat buffs should be left to herbalism/alchemy instead of cooking. -
I think flying pests would be a good addition since we already have scarecrows in game, especially if we can dress them up with all the raggedy clothes we collect (great suggestion). Bunnies should also have a chance to burrow under fences and pet wolves/cats can be used to hunt or keep them away. More variety between the crops currently in the game would be nice too. Some could be more resistant to different diseases/pests/temperatures than others.
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We should at least be able to put crushed iron/quartz into the bloomery to smelt. I think all of the iron nugget types turn into the same crushed iron item so it would make sense but I don’t think that works. Honestly, crushed iron should be more fuel efficient or yield blooms with less slag or something. The pulverizer seems under-utilized so I hope they add more reason to use it.
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Increase Room Size Maximum Dimensions, While Retaining Maximum Volume.
Heegrim replied to KoviBat's topic in Suggestions
I think they should just overhaul the temperature system instead and calculate the inside temperature based on how many heat sources there are and how enclosed the space is. 1 hole in the wall shouldn’t completely negate the sheltered effect, especially if there is a campfire inside. Maybe raycast in every direction to see how many sides are sheltered, that way a cave can be used as shelter even if is not fully enclosed. -
I would definitely like some more surface variation between biomes instead of just a hard line between soil and gravel/sand. I’m sure the mud hut builders will soil themselves in excitement with more types of dirt blocks. Look how happy they were when the 4 different rammed earth textures were added.
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Yeah they definitely need to give up after a while and wander around or scratch at the walls instead of grunting endlessly at the door.
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SaltyWater has an immersive mining mod that you should check out. Just improving the animations makes it feel way less tedious. I do think adding weak points to reward paying attention while mining is a good idea too. Same with different rock types having different hardnesses or types of weak points.
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An Option to Display Inventory Bags on our Character Model
Heegrim replied to Perdido Street's topic in Suggestions
I like the idea of different attachment points for different bags. I think they should do away with the 4-backpack system if favour of having a dedicated slot for each with a bit more variability between them besides just more inventory slots. I also made a post about that before.- 1 reply
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Yeah, I like how iron ore generates in large patches that require you to make a mine to come back to more than just once. Once minecarts are added, they would make so much more sense to use when mining a coal seam. There is such a reliance on charcoal in this game so finding a stable source of coal would be nice so I don’t have to log an entire forest to forge a set of armour.
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I agree that the AI would have to be a bit smarter so they don’t keep fleeing into the ocean and coming back. This would be more of a change geared towards new players or stone age/nomadic roleplayers. It’s not really something meant to be done once you have good ranged weapons. People also did not sprint after animals while hunting this way, they would hike at a steady pace so they wouldn’t become exhausted (as someone else mentioned: you could forage along the way). I think animals should have a slightly larger detection range to make being skilled with a ranged weapon even more rewarding. They should also drop or become wounded/slowed with fewer spear hits so that ranged hunting doesn’t just become a lengthy chase in the first place.
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Yeah my library looks dusty as hell if I leave any of the books out. It would be cool if they had more visual variation between them too instead of just a flat UI screen. Scrolls should have a parchment background and more fancy font compared to a miner’s journal that was just scribbled in and covered in coal dust.
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Animals should get tired and no longer be able to run after around a day of constantly being chased. This is the main method of hunting that early humans used so it would be nice if we could chase animals to exhaustion to be able to easily kill them with a knife/spear or more easily capture them.
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It would be nice if they had a cowering animation when they get stuck so you almost feel bad for them when they get cornered and stop attacking.
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Can someone add a loon or mourning dove into the game?
Heegrim replied to MarcQ's topic in Suggestions
Dove sounds drive me crazy but this game is sorely missing birds. -
I guess so, there could just be a world setting for Jonas tech causing instability that the factory nerds can disable. I am said factory nerd but I want to be punished for my sinful creations.
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I think the temporal stability should decrease significantly around these types of ‘automation’ tech machines. If players want to build enormous temporal gear-consuming/coal burning factories, they should have to deal with rust creatures crawling through the pipes.
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Some sort of clockwork irrigation system would make sense too.
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Yeah, we need some reason to actually go out during a storm. Structures full of ancient loot that temporarily appear would be perfect! Temporally unstable areas should have more to them as well. Right now, they just prevent you from building a base there because you will slowly go crazy. Firstly, they should have higher overall rift activity so it is more obvious where they are (or maybe some particle effects or different sky colour). More importantly, there should be more dungeons and/or rustworld structures there so there is a reward for delving deep into unstable territory.
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The starvation mechanic definitely needs to be fleshed out more. Being able to just slap bandaids on your grumbling tummy to heal starvation damage makes no sense. If a hydration system is implemented, there should definitely be a ‘trusty’ water skin item that you automatically drink from to avoid the constantly having to stop and hold right-click to drink every 5 mins. Dehydration should be a debuff status effect rather than another bar to fill. I think how many meals a day you need to eat should be adjusted too (especially if we also have to drink water). Being a blackguard and just running around outside during winter causes me to have to eat multiple pots full of food a day to avoid starving.
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Yesss! Using both hands to swing the pickaxe better makes so much sense! Having your offhand free should be an upgrade instead of being penalized for utilizing it. This would go so well with animation/sound overhauls so you can actually tell that it is working better with both hands. The current little plinky dink sound can be for one handed mining and a slower, but more impactful sound and animation can play when using both hands. Same should go for axes and weapons. (I hope they give some more love to immersive first person mode because the combat feels so much better with that turned on until your head disconnects or the attack animation gets stuck playing over and over without ever connecting). Also (unrelated), the falx should have a more ripping metal sound effect when hitting rust monsters. The little ass slap sound effect just doesn’t fit for it lol. It should also be slower and maybe stun them while it rips through them instead of just smacking them back like everything else. It is curved inwards so it would pull them down/towards you, not knock them back. Two-handing the falx should focus on slashing/crushing and maybe a sweeping area attack while one-handing with a shield would allow you to bash them back. I so hope we are getting a combat update now that the armour overhaul appears to be on the horizon.
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At least building materials traders sell plaster for cheap. Makes no sense that they don’t have any of the ingredients to make it though lol.
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I agree that there should be some progression to cooking after pottery. A larger fire pit that you can fit a metal cauldron on to cook more meals at once seems like it should already be in the game at this point. We already have silver knives and silver ‘plates’ so we just need a smithing recipe for a fork and we’ll be fine dining!